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-   -   [REL] SH4-Style Flags for GWX 3.0 (https://www.subsim.com/radioroom/showthread.php?t=156503)

conus00 09-23-09 08:18 PM

Great job! Was trying to figure this one myself but gave up.
I have some suggestions, please check your PM....

Kpt. Lehmann 09-24-09 01:00 AM

I like the faster flag animations even better!

Anvart. I would like some coffee flavored flags please.:D

Anvart 09-24-09 03:01 AM

OK, as you will tell ... :haha:

Anvart 09-24-09 03:41 AM

Attention, please...
...
As i have understood (reading this thread and private messages),
some modders tried to use flag.dat from SH4 for SH3 and have failed (animation did not work)...
I wish to give you the basic tips for this purpose ...
The MeshAnimation mechanism (controller) in SH3 and SH4 is identical, but ...
Animated mesh in SH3 must have type 2 ... 2 ... 2 ... and only 2 ...
...
If who has not understood look next picture:

http://img14.imageshack.us/img14/2642/animmeshtype.jpg

...
and you should make flag material bilaterial (2-sided) ...
and you should remove SinchroMesh controller (not use in SH3) ...
and you should add MeshAnimation controller (for smooth animation) ...
...
and common tip ...
IIRC, in SH3 we have next mesh types:
00 – Shadow Model (invisible)
02 – Animated Mesh
04 – Usual (main) Model
06 – Reflected (in the water ... and invisible) Model and some other …
and so on ... now don't remember ...

coronas 09-24-09 03:55 AM

Good work, Anvart. :salute:

sergei 09-24-09 08:38 AM

Downloaded this a few days ago but only just got the chance to try it out.
What can I say? Flags now look very nice.
Good work mate :up:

Anvart 09-24-09 10:03 AM

Last 3 months very often i have problems with subsim connection ...
:wah:

Kpt. Lehmann 09-24-09 09:09 PM

Quote:

Originally Posted by Anvart (Post 1177807)
Attention, please...
...
As i have understood (reading this thread and private messages),
some modders tried to use flag.dat from SH4 for SH3 and have failed (animation did not work)...
I wish to give you the basic tips for this purpose ...
The MeshAnimation mechanism (controller) in SH3 and SH4 is identical, but ...
Animated mesh in SH3 must have type 2 ... 2 ... 2 ... and only 2 ...
...
If who has not understood look next picture:

http://img14.imageshack.us/img14/2642/animmeshtype.jpg

...
and you should make flag material bilaterial (2-sided) ...
and you should remove SinchroMesh controller (not use in SH3) ...
and you should add MeshAnimation controller (for smooth animation) ...
...
and common tip ...
IIRC, in SH3 we have next mesh types:
00 – Shadow Model (invisible)
02 – Animated Mesh
04 – Usual (main) Model
06 – Reflected (in the water ... and invisible) Model and some other …
and so on ... now don't remember ...

Very good of you to post those diections Anvart. Thank you for taking the time to do so. I know that for you, breaking the language barrier is not easy.

Anvart 09-25-09 05:03 AM

Quote:

Originally Posted by Kpt. Lehmann (Post 1178266)
Very good of you to post those diections Anvart. Thank you for taking the time to do so. I know that for you, breaking the language barrier is not easy.

Thanks, Captain...
You are absolutely right... :damn:

Anvart 09-25-09 05:23 AM

Quote:

Originally Posted by Padvotke (Post 1178368)
I haven't noticed much difference in size of the flags (with additional version and without) but faster flag flutter is of course closer to golden middle for all kind of wind speed as far as flag flutter can not be adjusted to flutter accordingly to wind speed. Job well done indeed.Appreciated.

In stock game (and in this mod) the flag-size in flagS.dat is less than flag-size in flag.dat on ~25 % ...
The length of flags in the mod (in both cases) is little bit more than length of flags in stock game ...
And next ...
You can change speed of animation yourself... For this purpose using S3D (author Skwasjer), export 3D model of any flag with animation into any empty folder ... and then import sequence of obj-files (simply load first file with number * _000.obj) back into flag(s).dat using new parametres of animation (for example, 20 FpS instead of 12 FpS)...

Anvart 09-25-09 05:59 AM

To all users of my mod.

In last variant of flagS.dat i have increased speed of animation with ~12 FpS to ~20 FpS ...
How you think, it's necessary to make the same in flag.dat (~16 FpS) or no ? :o

irish1958 09-25-09 06:51 AM

Quote:

Originally Posted by Anvart (Post 1178404)
To all users of my mod.

In last variant of flagS.dat i have increased speed of animation with ~12 FpS to ~20 FpS ...
How you think, it's necessary to make the same in flag.dat (~16 FpS) or no ? :o

Not necessary, but would be better, I think.

SquareSteelBar 09-25-09 06:55 AM

Quote:

Originally Posted by Anvart (Post 1178404)
To all users of my mod.

In last variant of flagS.dat i have increased speed of animation with ~12 FpS to ~20 FpS ...
How you think, it's necessary to make the same in flag.dat (~16 FpS) or no ? :o

Why not? There are many Kaleuns with different taste... :yep:

onelifecrisis 09-25-09 07:01 AM

Downloaded - thanks Anvart :yeah:

Anvart 09-25-09 07:21 AM

Quote:

Not necessary, but would be better, I think.
Quote:

Why not? There are many Kaleuns with different taste...
OK, guys...
Will be made... :up:

Anvart 09-25-09 10:03 AM

People have different tastes, therefore ...
first post is updated ...
SH4StyleNormFlags_fast.7z
In this addition i have made animation for flag.dat little bit faster (12 FPS ---> 16 FPS)...

Captain Nemo 10-02-09 08:26 AM

Thanks for this mod Anvart and the hard work you have put into it. Presumably rather than install the main mod then the fast flags additional mod of your choice, you can merge the two before installation so that you have only the one mod that needs to be installed using JSGME?

Nemo

Rapt0r56 10-02-09 08:28 AM

Thanks Anvart, lonvin' your mod, now the British Merchant's have some eyecandy before they get sunk by me! :up:

irish1958 10-03-09 08:11 AM

Quote:

Originally Posted by Anvart (Post 1182812)
:o
What hard work...?
I have made this work for 34 minutes... Using S3D, 3D Studio Max (batch import/export) and ... HexEditor (a little) ... :haha:

This is the problem with intellectual properties:damn:; it took you a little over one-half an hour to make this, so it is "easy." You ignore the hours and hours it took you to master the tools, without which this mod is impossible.:know:
Again, thank you for your HARD WORK:rock::rock::rock:

Hitman 10-04-09 04:30 AM

Quote:

I thought you be able to read and understand... but as i see ... i was mistaken ... :hmmm:
I have not understood for what you have opened a mouth, moralist ...?
...
Today, you can't even to s-hit not using someone's intellectual property ... especially
to write that you has written ...

Anvart you have not understood the meaning of the message! Again teh barrier language, I'm afraid :damn:

If I understood the message correctly, Irish1958 wanted to say that it was not as easy as you say because you have needed also the effort of learnig to use the tools (hexeditor, Silent Editor) many hours. He wants to remark that your effort and knowledge is indeed very high and hard to achive, and only because of that you did find it easy. But it would not be easy for any of us :yep:


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